Merry Christmas everyone!
We all hope you have a great Christmas and a very happy new year…
Best regards,
Armagan & Erdener
Merry Christmas everyone!
We all hope you have a great Christmas and a very happy new year…
Best regards,
Armagan & Erdener
Witches’ Brew – Halloween potion making fun! featured by Amazon as Free App of the Day for October 25th. If you have an Android device or a Kindle Fire, this is your chance to get it for free right before the Halloween! This is the full version that is normally $0.99, and recently updated to remove OpenFeint & unnecessary permissions…
Just click on below to go to the product page…
We have started developing mobile apps using Flash. Then saw it’s shortcomings and decided to move to CoronaSDK and released our fist app with it. Currently, we’re working with Unity3D.
Each of those changes had a big impact on how we work and yet, the change was necessary. But there is one tool we are using since the day 1 and I’m sure it’ll be a major part of our workflow for a long time, it’s Texture Packer from Code’n’Web.
Andreas Löw created an exceptional tool for working with sprites and the more you use it on your workflow the more you’ll understand it’s value. First of all, as I noted above we have switched our core tools 3 times but the Texture Packer was compatible with all of them. That was a big plus for us as working with sprites, bitmaps and optimising the texture memory is the core part of mobile development no matter which SDK you are using.
Texture Packer has many time/life saving features that’ll be hard to cover in one blog post. So, today I’d like to mention one particular feature that recently saved the day for me. It’s a little tick box located in Layout section called “Reduce border artifacts”.
Let me explain the problem first. When dealing with the sprites & sprite sheets, you’ll use transparencies in almost all cases. Your alpha transparency might good look on Photoshop, but depending on the device (or your framework/SDK) hardware accelerated textures & transparencies might be handled a little bit differently.
In Photoshop, transparent or semi-transparent pixels have an undefined color and Photoshop handles them in software based on layer blending methods among other things. But with graphics hardware / OpenGL transparent pixels still have a color, even if it’s fully transparent. When the graphics card mixes a transparent pixel with the image below it, color value of the transparent pixel also gets mixed in. This colour is black and as a result “ghost” outlines, a thin grey border might appear around your sprites.
Unity uses straight alpha blending, and alpha textures needs a special treatment to prevent that problem as explained here. The trick is expanding the RGB section of the image (not alpha) so transparent pixels would have proper color. They have even provided a AlphaUtility (actions for Photoshop) to help you with that problem.
But if you are working with Texture Packer, fix is one click away. Simply enable “Reduce Border Artifacts” checkbox and Texture Packer will handle that for you when exporting the sprite sheet!
Here is a simulated sample image, take a look at the three light green dots on the top left. Image on the left shows expected/fixed result while image on the right shows the alpha problem.
Texture Packer is simply the best sprite sheet generation tool you can get your hands on and it will save you many precious hours. Andreas just released v3.0.0 and I must say it’s now better than ever…
iOS 6 is out, with major changes to App Store on devices. Most of which gave a big concerns to indie developers. But there is one new feature that you should utilise for a bit more exposure, Smart App Banners.
That is basically a meta tag added to your web pages. When that page visited by an iOS 6 device it’ll show up a banner of your app with a direct link to the it’s App Store page.
If you add a small piece of code you may also use it to launch your app (if installed) with a specific page or content…
If you are visiting us on a iOS6 mobile device just go to one of our game pages to see it in action. Such as, http://www.pixelenvision.com/animal-puzzle-for-toddlers/
I would write a full tutorial but there are plenty of resources about that and there is no need to re-invent the wheel. So, I’ve decided to post some links for you…
Since Monday, Animal Puzzle for Toddlers and Preschoolers is the #1 Free Kids App at the Amazon App Store for Android! Let’s see how long that’ll last… Click on image to go to the top list…
After moving up & down for a while, as of today we have three games in Amazon’s Top 10 Free Apps for Kids, ranking at #2, #7 and #8. Check it out! (P.S. We also have a 4th game listed at #27)
— Information below is outdated and kept here for SEO —
When we submit our first app to the iTunes Connect, one of the most confusing things was understanding the difference between Availability Date and Release Date. There are many discussions about that topic and some of them thinks that as a “BUG” but in reality there is no bug, that’s just how it works. To get listed on top of the “New Releases” there is no need to set Availability Date in the future and change it back to same as the Release Date once it’s released. Once you understand the connection between two, all should be clear.
You may initially set that date while creating your app record in iTunes Connect for the first time, it’s also editable after that even if your app is live… By default, it’s set to the date of your app record creation. Or you may set it to a different date in future.
Simply, you have no control over this. When your app passes the review and it’s status becomes “Ready for Sale” your app is “released” by Apple at that date.
First rule is, only when the current date (today) is greater than the both, your app becomes visible on the AppStore. in other words, your app must be both “released” by Apple and “made available” by you. Otherwise, it won’t be listed anywhere.
You can use Availability Date to make your app appear on the store on a specific date. For example, if you are planning a marketing campaign and want your app to be available on a specific date but not before that, you can use that to make that happen. Only if your app is released by Apple prior to that date of course…
But there is one downside of doing that, you’ll miss the opportunity to getting listed on top of the “New Releases” section of your app categories.
If you want to be listed on top of the “New Releases’ simply do not change the Availability Date when setting up your app.
Let’s say the App is created on January 1st, you didn’t change the Availability Date so it is also January 1st. And let’s suppose your app waited a week for the review and released by apple at January 8th, which is also the Release Date. Outcome: Your app will be available on the App Store at January 8th and will be listed on top of the New Releases list…
Let’s say the App is created on January 1st, but you DID change the Availability Date to match your marketing release, so let’s say it is January 15th. And let’s suppose your app waited a week for the review and released by apple at January 8th, which is also the Release Date. Outcome: Your app will be available on the App Store at January 15th but it won’t be listed on top of the “New Releases”. It will be still listed, but among the apps released about a week ago, few pages back…
So there is no “BUG”, no need for hacks or fixes…
If you do not need a synchronised release with your marketing, do not change the “Availability Date” or if you do, make sure to set it to a date before Apple’s “Release Date”. You’ll get full possible exposure on “New Releases” list of your app categories.
Look for it on the Featured New Releases section of the Kindle Fire…
I’ve originally made this post to PWA forum but as it might also help to developers who’s not a member, I’ve decided to post it here on our blog too… While working on our first kids app, I’ve made some research and gathered some information on that subject. So, here it is…
Well, that’s all I have for now. If you have something to add or objecting to something, please let us know so we can improve that list for the benefit of all…
Thx to Carolina, Kristin, Scott and all the others who contributed to the original post on PWA forums…Dear readers, followers, friends and everyone else. I’ve recently(!) started using Dropbox but slowly running out of quota. If you do not use Dropbox yet and want to get 500MB free space on top of their default 2GB please use the following link to sign up.
By registering thru that link we both will receive 500MB extra space for nothing! If you’ve found at least one my posts or code snippets useful, please click on this link.
This is just landed to my inbox and I had to share it! Guys at the Code’n’Web have made a very informative (and hilarious) video about spite sheets. This is part one, take a look at their web page for more.
I’m using Texture Packer for my projects and it’s one of our indispensable tools. I’ll post a review/tutorial as soon as I have some free time…
This is the product image of Kindle Fire that can be used to promote your app in accordance with the Amazon Appstore for Android Trademark Usage, Brand and Marketing Guidelines.
As you might know, Amazon provides badges & icons but an official product image is not available at the time of this writing. So, we have decided to make one for our own use and also to share it.
Attached image is a very high resolution (3025 x 4200) PSD image of the Kindle Fire shell on a transparent background. Status bar is also provided on a separate layer.